Saturday, February 13, 2016

Betrayal At House On The Hill - Board Game Review

I find myself to be a rather interesting individual. Everything with me tends to fall into extremes. I just saw a meme about this...

I'm not sure who to credit for the pic, but it's not mine.

As a child, I needed all of the GI Joes, all of the Smurfs, all of the trolls. I needed to play hockey, watch hockey, play hockey some more, on ice, on the street, in gym. I needed to buy all of the guitar things, watch all the horror movies, all the anime, go to conventions, collect all the comics, go to more conventions, do all the Warcraft all the time, see all the movies (hell, I worked in a movie theater). I needed to read up on all the D&D, write my own backstory. No, I'm not just going to write backstory, I'm going to write a book! I needed to read all the books! and blog about them!

Well, my most recent crush is on board games.

I am just learning now about all these wonderfully complex games that aren't Monopoly or Risk or Sorry or Trouble or Pie in the Face. I started watching Wil Wheaton's show Tabletop, watching the Dice Tower reviews, making a profile on BoardGameGeek.com, and just devouring all things board game.

Enough with the chit-chat, this is a review blog (of sorts).

Betrayal at House on the Hill

I know at some point during my ramblings I must have mentioned my affinity for B horror movies. Attack of the Killer Tomatoes, Killer Klowns from Outer Space, Ghoulies. I love all of that stuff.

Betrayal at House on the Hill is a board game that scratches my horror movie itch. It's a quasi-cooperative game for 3 - 6 players. We'll get back to the quasi-coop part in a bit. For those more experienced in board gaming, it has a traitor.

What's up with this game, you ask? Well, you and your friends have come upon a creepy, old house, and decide, "let's go explore that shit! What can go wrong?" (like you do).

Broken rooms, secret passages, bad omens, there are just so many interesting things happening as you go from room to room. You find items, and madmen, and creepy objects, and then the haunt begins, bringing this from a cooperative game to one versus the rest.

You see, someone in the party is a traitor who lured you to the house with nefarious intent, and it is incumbent upon the rest of the party to stop the evil plan or just flat-out escape. A guide in the book details out what the party needs to do to win, with a separate guide for what the traitor needs to do.

Picture snagged from RollTwo.com

Instead of my usual gaming friends, I gave this its inaugural run with some extended family (who have only ventured into board gaming via the usual suspects; Monopoly, et. al.). Mother-in-law, aunts, and uncle gathered around and prepared to embark on some spooky adventure.

It was our first time (though I had knowledge of how to play from (a) reading the rules first (always good to do), and (b) watching Tabletop). The game went mostly smoothly. Hindsight, we made a few blunders, but our second go went better (and allowed me to have my MIL devoured by bloodthirsty bats (Ah, to be the traitor... and win. Sweet, sweet, death to all)).

Final thoughts: This was a ton of fun, to the tune of the Mrs. (who isn't typically into board gaming, nor "fun" things) said she would definitely join in next time. Now to just get that "next time" set up soon!